This game is a remake of a RPG-Maker 2000 Game I made for a Gameboy-Contest. The basic idea is a Jump'n'Run with RPG-Elements. The orginal game was a top-down but i just love side-scroller so the remake must be done this way :durr:

The story is very very simple. You are Mr. Hat. You a the hero who tries to rescue the princess. That's it, but I can promise that there is a twist

The gameplay consists of 2 types. the first ist the jump'n'run part were you run around, push boxes and stuff. Like Cave Story you can return to previous locations to find new items with new equipment. Then there is the second part where you fight enemies you encountered on the maps. The battle system is a action based battle system with some round base elements. It's not coded yet so no screens

The graphics are done by a fellow student and the music by a good friend of mine and lead guitarist of the band: Our Slight Indulgence. Sounds are done by me.

Screenshots:jumping on the test map. / pulling boxes.

opening box in color mode (this is story depending) / The equipment menu were you equip hats to your sword or shield.

What you can't see on the screens is that a lot stuff is animated. the cursor has a waggle animation, the menu pops up with a smooth animation and so on.

Thanks I'm not using a font, I have my own font renderer which is based on a sprite sheet (with different width/height per tile and capable of doing these textanimation you can see in the video). I pixel fonts myself^^ (this one is based on Niagara Solid with changes)

@ra4kingWell then it should be accurate I guess btw the paper like turning is also on the small cursor in the textbox and ond the menu cursor

@ReBirth I wish I could give you one :/ Maybe I will upload the source to google since it BSD and Open Source (I don't think people will ever use my code, but maybe some one get the final hint to implement something )

Well the hud debug is very hacky, especially the "time" part But it does the job and that's what count's.The text is no text but a graphic which was made by me, just the numbers are text (This is done to make it faster) The menus are the same way. Wherer I have spots which would have the same text always I just made a graphic and put in my 512x512 menu file the progress bar is just a filled quad over a value ( 0.0 -1.0 * maxPixelWidth).I will show him this stuff too of course xD I wann get my 1... or A (I don't no what students in america get xD)

Edit:The source will come with a later demo or with the final game. I'm not happy with the code since I hade to do much stuff the hacky way. I just had no time for thinking on how to implement a feature the best way. This is my first game written in Java but don't hesitate to attack me with all the bugs you can find

Lately on my pauses from the my Bachelor, I do some developing on this again. Currently the whole game goes through some heavy changes. I replaced the old pretty much fixed game context with a more flexible one. It all comes from my current Engine which is mostly based on a lot of Interfaces provided by the new Game Context.

Also collision now pretty and fast as hell. I somehow managed to run 10.000 Entites at 60 FPS all with collision and rendering (basically by finally adding a base entity class with some checks for out of view rendering). Also the new collision engine supports slopes and smaller tiles